feat: integrate room framework and isolated subgame bundles
Complete room UI and protocol integration, move game definitions and resources behind bundle entries, publish authoritative version XML, and document single-game builds. Include all current resource changes and experiment artifacts.
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"glsl4": {
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"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 1, binding = 0) uniform Pipeline {\n vec4 g_platform;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
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"frag": "\nprecision highp float;\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 HDRToLDR(vec3 color)\n{\n #if CC_USE_HDR\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING)\n #endif\n {\n #if CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n }\n #endif\n return color;\n}\nlayout(set = 1, binding = 1) uniform ColorGradingUBO {\n vec2 lutTextureSize;\n float contribute;\n};\nlayout(set = 1, binding = 2) uniform sampler2D sceneColorMap;\nlayout(set = 1, binding = 3) uniform sampler2D colorGradingMap;\nlayout(location = 0) in vec2 v_uv;\nvec3 ColorGrading(sampler2D lutTexture, vec3 color) {\n float colors = lutTextureSize.x / lutTextureSize.y;\n vec3 colorGradingScale = vec3((colors - 1.0) / (colors * colors), (colors - 1.0) / colors, 1.0 / colors);\n vec2 colorGradingOffset = vec2(1.0 / (2.0 * colors * colors), 1.0 / (2.0 * colors));\n vec2 uv = vec2(color.r, 1.0 - color.g) * colorGradingScale.xy + colorGradingOffset;\n float b = color.b * (colors - 1.0);\n vec2 lr = floor(vec2(b, b + 1.0));\n float lerp = b - lr.x;\n lr *= colorGradingScale.z;\n vec3 left = texture(lutTexture, uv + vec2(lr.x, 0.0)).rgb;\n vec3 right = texture(lutTexture, uv + vec2(lr.y, 0.0)).rgb;\n return mix(left, right, lerp);\n}\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n vec4 sceneColor = texture(sceneColorMap, v_uv);\n #if CC_USE_FLOAT_OUTPUT\n sceneColor.rgb = HDRToLDR(sceneColor.rgb);\n sceneColor.rgb = LinearToSRGB(sceneColor.rgb);\n #endif\n vec3 gradeColor = ColorGrading(colorGradingMap, sceneColor.rgb);\n fragColor = mix(sceneColor, vec4(gradeColor, sceneColor.a), contribute);\n}"
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},
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"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform Pipeline {\n vec4 g_platform;\n};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
|
||||
"frag": "\nprecision highp float;\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 HDRToLDR(vec3 color)\n{\n #if CC_USE_HDR\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING)\n #endif\n {\n #if CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n }\n #endif\n return color;\n}\nlayout(std140) uniform ColorGradingUBO {\n vec2 lutTextureSize;\n float contribute;\n};\nuniform sampler2D sceneColorMap;\nuniform sampler2D colorGradingMap;\nin vec2 v_uv;\nvec3 ColorGrading(sampler2D lutTexture, vec3 color) {\n float colors = lutTextureSize.x / lutTextureSize.y;\n vec3 colorGradingScale = vec3((colors - 1.0) / (colors * colors), (colors - 1.0) / colors, 1.0 / colors);\n vec2 colorGradingOffset = vec2(1.0 / (2.0 * colors * colors), 1.0 / (2.0 * colors));\n vec2 uv = vec2(color.r, 1.0 - color.g) * colorGradingScale.xy + colorGradingOffset;\n float b = color.b * (colors - 1.0);\n vec2 lr = floor(vec2(b, b + 1.0));\n float lerp = b - lr.x;\n lr *= colorGradingScale.z;\n vec3 left = texture(lutTexture, uv + vec2(lr.x, 0.0)).rgb;\n vec3 right = texture(lutTexture, uv + vec2(lr.y, 0.0)).rgb;\n return mix(left, right, lerp);\n}\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n vec4 sceneColor = texture(sceneColorMap, v_uv);\n #if CC_USE_FLOAT_OUTPUT\n sceneColor.rgb = HDRToLDR(sceneColor.rgb);\n sceneColor.rgb = LinearToSRGB(sceneColor.rgb);\n #endif\n vec3 gradeColor = ColorGrading(colorGradingMap, sceneColor.rgb);\n fragColor = mix(sceneColor, vec4(gradeColor, sceneColor.a), contribute);\n}"
|
||||
},
|
||||
"glsl1": {
|
||||
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\n uniform vec4 g_platform;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
|
||||
"frag": "\nprecision highp float;\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 HDRToLDR(vec3 color)\n{\n #if CC_USE_HDR\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING)\n #endif\n {\n #if CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n }\n #endif\n return color;\n}\n uniform vec2 lutTextureSize;\n uniform float contribute;\nuniform sampler2D sceneColorMap;\nuniform sampler2D colorGradingMap;\nvarying vec2 v_uv;\nvec3 ColorGrading(sampler2D lutTexture, vec3 color) {\n float colors = lutTextureSize.x / lutTextureSize.y;\n vec3 colorGradingScale = vec3((colors - 1.0) / (colors * colors), (colors - 1.0) / colors, 1.0 / colors);\n vec2 colorGradingOffset = vec2(1.0 / (2.0 * colors * colors), 1.0 / (2.0 * colors));\n vec2 uv = vec2(color.r, 1.0 - color.g) * colorGradingScale.xy + colorGradingOffset;\n float b = color.b * (colors - 1.0);\n vec2 lr = floor(vec2(b, b + 1.0));\n float lerp = b - lr.x;\n lr *= colorGradingScale.z;\n vec3 left = texture2D(lutTexture, uv + vec2(lr.x, 0.0)).rgb;\n vec3 right = texture2D(lutTexture, uv + vec2(lr.y, 0.0)).rgb;\n return mix(left, right, lerp);\n}\nvoid main () {\n vec4 sceneColor = texture2D(sceneColorMap, v_uv);\n #if CC_USE_FLOAT_OUTPUT\n sceneColor.rgb = HDRToLDR(sceneColor.rgb);\n sceneColor.rgb = LinearToSRGB(sceneColor.rgb);\n #endif\n vec3 gradeColor = ColorGrading(colorGradingMap, sceneColor.rgb);\n gl_FragColor = mix(sceneColor, vec4(gradeColor, sceneColor.a), contribute);\n}"
|
||||
},
|
||||
"builtins": {
|
||||
"globals": {
|
||||
"blocks": [],
|
||||
"samplerTextures": [],
|
||||
"buffers": [],
|
||||
"images": []
|
||||
},
|
||||
"locals": {
|
||||
"blocks": [],
|
||||
"samplerTextures": [],
|
||||
"buffers": [],
|
||||
"images": []
|
||||
},
|
||||
"statistics": {
|
||||
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 1,
|
||||
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 2
|
||||
}
|
||||
},
|
||||
"defines": [
|
||||
{
|
||||
"name": "USE_INSTANCING",
|
||||
"type": "boolean",
|
||||
"defines": [],
|
||||
"editor": {
|
||||
"elevated": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_SKINNING",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_BAKED_ANIMATION",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_LIGHTMAP",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_REFLECTION_PROBE",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_RECEIVE_SHADOW",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_LIGHT_PROBE",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_MORPH",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_DEBUG_VIEW",
|
||||
"type": "number",
|
||||
"defines": [],
|
||||
"range": [
|
||||
0,
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"CC_USE_DEBUG_VIEW"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_SURFACES_ENABLE_DEBUG_VIEW",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"CC_USE_DEBUG_VIEW",
|
||||
"CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_HDR",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
},
|
||||
{
|
||||
"name": "CC_TONE_MAPPING_TYPE",
|
||||
"type": "number",
|
||||
"defines": [
|
||||
"CC_USE_HDR"
|
||||
],
|
||||
"range": [
|
||||
0,
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "HDR_TONE_MAPPING_ACES",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"CC_TONE_MAPPING_TYPE",
|
||||
"CC_USE_HDR"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_FLOAT_OUTPUT",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
}
|
||||
],
|
||||
"name": "pipeline/post-process/color-grading1|color-grading-vs|color-grading-nx1-fs"
|
||||
},
|
||||
{
|
||||
"blocks": [],
|
||||
"samplerTextures": [
|
||||
{
|
||||
"name": "colorGradingMap",
|
||||
"type": 28,
|
||||
"count": 1,
|
||||
"defines": [],
|
||||
"stageFlags": 16,
|
||||
"sampleType": 0,
|
||||
"binding": 3
|
||||
}
|
||||
],
|
||||
"samplers": [],
|
||||
"textures": [],
|
||||
"buffers": [],
|
||||
"images": [],
|
||||
"subpassInputs": [],
|
||||
"attributes": [
|
||||
{
|
||||
"name": "a_position",
|
||||
"defines": [],
|
||||
"format": 32,
|
||||
"location": 0
|
||||
},
|
||||
{
|
||||
"name": "a_normal",
|
||||
"defines": [],
|
||||
"format": 32,
|
||||
"location": 1
|
||||
},
|
||||
{
|
||||
"name": "a_texCoord",
|
||||
"defines": [],
|
||||
"format": 21,
|
||||
"location": 2
|
||||
},
|
||||
{
|
||||
"name": "a_tangent",
|
||||
"defines": [],
|
||||
"format": 44,
|
||||
"location": 3
|
||||
},
|
||||
{
|
||||
"name": "a_joints",
|
||||
"defines": [
|
||||
"CC_USE_SKINNING"
|
||||
],
|
||||
"location": 4
|
||||
},
|
||||
{
|
||||
"name": "a_weights",
|
||||
"defines": [
|
||||
"CC_USE_SKINNING"
|
||||
],
|
||||
"format": 44,
|
||||
"location": 5
|
||||
},
|
||||
{
|
||||
"name": "a_jointAnimInfo",
|
||||
"defines": [
|
||||
"USE_INSTANCING",
|
||||
"CC_USE_BAKED_ANIMATION"
|
||||
],
|
||||
"format": 44,
|
||||
"isInstanced": true,
|
||||
"location": 6
|
||||
},
|
||||
{
|
||||
"name": "a_matWorld0",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
],
|
||||
"format": 44,
|
||||
"isInstanced": true,
|
||||
"location": 7
|
||||
},
|
||||
{
|
||||
"name": "a_matWorld1",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
],
|
||||
"format": 44,
|
||||
"isInstanced": true,
|
||||
"location": 8
|
||||
},
|
||||
{
|
||||
"name": "a_matWorld2",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
],
|
||||
"format": 44,
|
||||
"isInstanced": true,
|
||||
"location": 9
|
||||
},
|
||||
{
|
||||
"name": "a_lightingMapUVParam",
|
||||
"defines": [
|
||||
"USE_INSTANCING",
|
||||
"CC_USE_LIGHTMAP"
|
||||
],
|
||||
"format": 44,
|
||||
"isInstanced": true,
|
||||
"location": 10
|
||||
},
|
||||
{
|
||||
"name": "a_localShadowBiasAndProbeId",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
],
|
||||
"format": 44,
|
||||
"isInstanced": true,
|
||||
"location": 11
|
||||
},
|
||||
{
|
||||
"name": "a_reflectionProbeData",
|
||||
"defines": [
|
||||
"USE_INSTANCING",
|
||||
"CC_USE_REFLECTION_PROBE"
|
||||
],
|
||||
"format": 44,
|
||||
"isInstanced": true,
|
||||
"location": 12
|
||||
},
|
||||
{
|
||||
"name": "a_sh_linear_const_r",
|
||||
"defines": [
|
||||
"USE_INSTANCING",
|
||||
"CC_USE_LIGHT_PROBE"
|
||||
],
|
||||
"format": 44,
|
||||
"isInstanced": true,
|
||||
"location": 13
|
||||
},
|
||||
{
|
||||
"name": "a_sh_linear_const_g",
|
||||
"defines": [
|
||||
"USE_INSTANCING",
|
||||
"CC_USE_LIGHT_PROBE"
|
||||
],
|
||||
"format": 44,
|
||||
"isInstanced": true,
|
||||
"location": 14
|
||||
},
|
||||
{
|
||||
"name": "a_sh_linear_const_b",
|
||||
"defines": [
|
||||
"USE_INSTANCING",
|
||||
"CC_USE_LIGHT_PROBE"
|
||||
],
|
||||
"format": 44,
|
||||
"isInstanced": true,
|
||||
"location": 15
|
||||
},
|
||||
{
|
||||
"name": "a_vertexId",
|
||||
"defines": [
|
||||
"CC_USE_MORPH"
|
||||
],
|
||||
"format": 11,
|
||||
"location": 16
|
||||
}
|
||||
],
|
||||
"varyings": [
|
||||
{
|
||||
"name": "v_uv",
|
||||
"type": 14,
|
||||
"count": 1,
|
||||
"defines": [],
|
||||
"stageFlags": 17,
|
||||
"location": 0
|
||||
}
|
||||
],
|
||||
"fragColors": [
|
||||
{
|
||||
"name": "fragColor",
|
||||
"typename": "vec4",
|
||||
"type": 16,
|
||||
"count": 1,
|
||||
"defines": [],
|
||||
"stageFlags": 16,
|
||||
"location": 0
|
||||
}
|
||||
],
|
||||
"descriptors": [
|
||||
{
|
||||
"rate": 0,
|
||||
"blocks": [],
|
||||
"samplerTextures": [],
|
||||
"samplers": [],
|
||||
"textures": [],
|
||||
"buffers": [],
|
||||
"images": [],
|
||||
"subpassInputs": []
|
||||
},
|
||||
{
|
||||
"rate": 1,
|
||||
"blocks": [],
|
||||
"samplerTextures": [
|
||||
{
|
||||
"name": "colorGradingMap",
|
||||
"type": 28,
|
||||
"count": 1,
|
||||
"defines": [],
|
||||
"stageFlags": 16,
|
||||
"sampleType": 0,
|
||||
"binding": 3
|
||||
}
|
||||
],
|
||||
"samplers": [],
|
||||
"textures": [],
|
||||
"buffers": [],
|
||||
"images": [],
|
||||
"subpassInputs": []
|
||||
},
|
||||
{
|
||||
"rate": 2,
|
||||
"blocks": [],
|
||||
"samplerTextures": [],
|
||||
"samplers": [],
|
||||
"textures": [],
|
||||
"buffers": [],
|
||||
"images": [],
|
||||
"subpassInputs": []
|
||||
},
|
||||
{
|
||||
"rate": 3,
|
||||
"blocks": [
|
||||
{
|
||||
"name": "Pipeline",
|
||||
"members": [
|
||||
{
|
||||
"name": "g_platform",
|
||||
"type": 16,
|
||||
"count": 1
|
||||
}
|
||||
],
|
||||
"defines": [],
|
||||
"stageFlags": 1,
|
||||
"binding": 0
|
||||
},
|
||||
{
|
||||
"name": "ColorGradingUBO",
|
||||
"members": [
|
||||
{
|
||||
"name": "lutTextureSize",
|
||||
"type": 14,
|
||||
"count": 1
|
||||
},
|
||||
{
|
||||
"name": "contribute",
|
||||
"type": 13,
|
||||
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|
||||
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|
||||
],
|
||||
"defines": [],
|
||||
"stageFlags": 16,
|
||||
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|
||||
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|
||||
],
|
||||
"samplerTextures": [
|
||||
{
|
||||
"name": "sceneColorMap",
|
||||
"type": 28,
|
||||
"count": 1,
|
||||
"defines": [],
|
||||
"stageFlags": 16,
|
||||
"sampleType": 0,
|
||||
"binding": 2
|
||||
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|
||||
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|
||||
"samplers": [],
|
||||
"textures": [],
|
||||
"buffers": [],
|
||||
"images": [],
|
||||
"subpassInputs": []
|
||||
}
|
||||
],
|
||||
"hash": 3532589371,
|
||||
"glsl4": {
|
||||
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 1, binding = 0) uniform Pipeline {\n vec4 g_platform;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
|
||||
"frag": "\nprecision highp float;\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 HDRToLDR(vec3 color)\n{\n #if CC_USE_HDR\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING)\n #endif\n {\n #if CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n }\n #endif\n return color;\n}\nlayout(set = 1, binding = 1) uniform ColorGradingUBO {\n vec2 lutTextureSize;\n float contribute;\n};\nlayout(set = 1, binding = 2) uniform sampler2D sceneColorMap;\nlayout(set = 1, binding = 3) uniform sampler2D colorGradingMap;\nlayout(location = 0) in vec2 v_uv;\n#define EPS 0.000001\n#define TOTAL 64.0\n#define SIZE 512.0\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n vec4 origColor = texture(sceneColorMap, v_uv);\n #if CC_USE_FLOAT_OUTPUT\n origColor.rgb = HDRToLDR(origColor.rgb);\n origColor.rgb = LinearToSRGB(origColor.rgb);\n #endif\n float bValue = (origColor.b * 255.0) / 4.0;\n vec2 mulB = clamp(floor(bValue) + vec2(0.0, 1.0), 0.0, 63.0);\n vec2 row = floor(mulB / 8.0 + EPS);\n vec4 row_col = vec4(row, mulB - row * 8.0);\n vec4 lookup = origColor.ggrr * (63.0 / SIZE) + row_col * (TOTAL / SIZE) + (0.5 / SIZE);\n float b1w = bValue - mulB.x;\n vec3 sampled1 = texture(colorGradingMap, lookup.zx).rgb;\n vec3 sampled2 = texture(colorGradingMap, lookup.wy).rgb;\n fragColor = vec4(mix(origColor.rgb, mix(sampled1, sampled2, b1w), contribute), origColor.a);\n}"
|
||||
},
|
||||
"glsl3": {
|
||||
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform Pipeline {\n vec4 g_platform;\n};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
|
||||
"frag": "\nprecision highp float;\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 HDRToLDR(vec3 color)\n{\n #if CC_USE_HDR\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING)\n #endif\n {\n #if CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n }\n #endif\n return color;\n}\nlayout(std140) uniform ColorGradingUBO {\n vec2 lutTextureSize;\n float contribute;\n};\nuniform sampler2D sceneColorMap;\nuniform sampler2D colorGradingMap;\nin vec2 v_uv;\n#define EPS 0.000001\n#define TOTAL 64.0\n#define SIZE 512.0\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n vec4 origColor = texture(sceneColorMap, v_uv);\n #if CC_USE_FLOAT_OUTPUT\n origColor.rgb = HDRToLDR(origColor.rgb);\n origColor.rgb = LinearToSRGB(origColor.rgb);\n #endif\n float bValue = (origColor.b * 255.0) / 4.0;\n vec2 mulB = clamp(floor(bValue) + vec2(0.0, 1.0), 0.0, 63.0);\n vec2 row = floor(mulB / 8.0 + EPS);\n vec4 row_col = vec4(row, mulB - row * 8.0);\n vec4 lookup = origColor.ggrr * (63.0 / SIZE) + row_col * (TOTAL / SIZE) + (0.5 / SIZE);\n float b1w = bValue - mulB.x;\n vec3 sampled1 = texture(colorGradingMap, lookup.zx).rgb;\n vec3 sampled2 = texture(colorGradingMap, lookup.wy).rgb;\n fragColor = vec4(mix(origColor.rgb, mix(sampled1, sampled2, b1w), contribute), origColor.a);\n}"
|
||||
},
|
||||
"glsl1": {
|
||||
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\n uniform vec4 g_platform;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
|
||||
"frag": "\nprecision highp float;\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 HDRToLDR(vec3 color)\n{\n #if CC_USE_HDR\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING)\n #endif\n {\n #if CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n }\n #endif\n return color;\n}\n uniform float contribute;\nuniform sampler2D sceneColorMap;\nuniform sampler2D colorGradingMap;\nvarying vec2 v_uv;\n#define EPS 0.000001\n#define TOTAL 64.0\n#define SIZE 512.0\nvoid main () {\n vec4 origColor = texture2D(sceneColorMap, v_uv);\n #if CC_USE_FLOAT_OUTPUT\n origColor.rgb = HDRToLDR(origColor.rgb);\n origColor.rgb = LinearToSRGB(origColor.rgb);\n #endif\n float bValue = (origColor.b * 255.0) / 4.0;\n vec2 mulB = clamp(floor(bValue) + vec2(0.0, 1.0), 0.0, 63.0);\n vec2 row = floor(mulB / 8.0 + EPS);\n vec4 row_col = vec4(row, mulB - row * 8.0);\n vec4 lookup = origColor.ggrr * (63.0 / SIZE) + row_col * (TOTAL / SIZE) + (0.5 / SIZE);\n float b1w = bValue - mulB.x;\n vec3 sampled1 = texture2D(colorGradingMap, lookup.zx).rgb;\n vec3 sampled2 = texture2D(colorGradingMap, lookup.wy).rgb;\n gl_FragColor = vec4(mix(origColor.rgb, mix(sampled1, sampled2, b1w), contribute), origColor.a);\n}"
|
||||
},
|
||||
"builtins": {
|
||||
"globals": {
|
||||
"blocks": [],
|
||||
"samplerTextures": [],
|
||||
"buffers": [],
|
||||
"images": []
|
||||
},
|
||||
"locals": {
|
||||
"blocks": [],
|
||||
"samplerTextures": [],
|
||||
"buffers": [],
|
||||
"images": []
|
||||
},
|
||||
"statistics": {
|
||||
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 1,
|
||||
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 2
|
||||
}
|
||||
},
|
||||
"defines": [
|
||||
{
|
||||
"name": "USE_INSTANCING",
|
||||
"type": "boolean",
|
||||
"defines": [],
|
||||
"editor": {
|
||||
"elevated": true
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_SKINNING",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_BAKED_ANIMATION",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_LIGHTMAP",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_REFLECTION_PROBE",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_RECEIVE_SHADOW",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_LIGHT_PROBE",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"USE_INSTANCING"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_MORPH",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_DEBUG_VIEW",
|
||||
"type": "number",
|
||||
"defines": [],
|
||||
"range": [
|
||||
0,
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"CC_USE_DEBUG_VIEW"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_SURFACES_ENABLE_DEBUG_VIEW",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"CC_USE_DEBUG_VIEW",
|
||||
"CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_HDR",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
},
|
||||
{
|
||||
"name": "CC_TONE_MAPPING_TYPE",
|
||||
"type": "number",
|
||||
"defines": [
|
||||
"CC_USE_HDR"
|
||||
],
|
||||
"range": [
|
||||
0,
|
||||
3
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "HDR_TONE_MAPPING_ACES",
|
||||
"type": "boolean",
|
||||
"defines": [
|
||||
"CC_TONE_MAPPING_TYPE",
|
||||
"CC_USE_HDR"
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "CC_USE_FLOAT_OUTPUT",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
}
|
||||
],
|
||||
"name": "pipeline/post-process/color-grading1|color-grading-vs|color-grading-8x8-fs"
|
||||
}
|
||||
],
|
||||
"combinations": [],
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||||
"hideInEditor": false
|
||||
}
|
||||
+2591
File diff suppressed because one or more lines are too long
+27
@@ -0,0 +1,27 @@
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||||
{
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"__type__": "cc.Material",
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"_name": "tonemap",
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"_objFlags": 0,
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"_native": "",
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"_effectAsset": {
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||||
"__uuid__": "31b152ff-f689-4082-a292-3eb5a0b33014"
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||||
},
|
||||
"_techIdx": 0,
|
||||
"_defines": [
|
||||
{}
|
||||
],
|
||||
"_states": [
|
||||
{
|
||||
"blendState": {
|
||||
"targets": [
|
||||
{}
|
||||
]
|
||||
},
|
||||
"depthStencilState": {},
|
||||
"rasterizerState": {}
|
||||
}
|
||||
],
|
||||
"_props": [
|
||||
{}
|
||||
]
|
||||
}
|
||||
+141
@@ -0,0 +1,141 @@
|
||||
[
|
||||
{
|
||||
"__type__": "cc.Prefab",
|
||||
"_name": "Sprite",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"data": {
|
||||
"__id__": 1
|
||||
},
|
||||
"optimizationPolicy": 0,
|
||||
"asyncLoadAssets": false,
|
||||
"persistent": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "Sprite",
|
||||
"_objFlags": 0,
|
||||
"_parent": null,
|
||||
"_children": [],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 2
|
||||
},
|
||||
{
|
||||
"__id__": 4
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 6
|
||||
},
|
||||
"_lpos": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_lrot": {
|
||||
"__type__": "cc.Quat",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0,
|
||||
"w": 1
|
||||
},
|
||||
"_lscale": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 1,
|
||||
"y": 1,
|
||||
"z": 1
|
||||
},
|
||||
"_layer": 33554432,
|
||||
"_euler": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.UITransform",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 1
|
||||
},
|
||||
"_enabled": true,
|
||||
"_priority": 0,
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 40,
|
||||
"height": 36
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_id": "",
|
||||
"__prefab": {
|
||||
"__id__": 3
|
||||
}
|
||||
},
|
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{
|
||||
"__type__": "cc.CompPrefabInfo",
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||||
"fileId": "f7NISe7HdAD68SLfhnddy8"
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},
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{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 1
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||||
},
|
||||
"_enabled": true,
|
||||
"_srcBlendFactor": 2,
|
||||
"_dstBlendFactor": 4,
|
||||
"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 255,
|
||||
"b": 255,
|
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"a": 255
|
||||
},
|
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"_sharedMaterial": null,
|
||||
"_spriteFrame": {
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||||
"__uuid__": "57520716-48c8-4a19-8acf-41c9f8777fb0@f9941"
|
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},
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"_type": 0,
|
||||
"_fillType": 0,
|
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"_sizeMode": 1,
|
||||
"_fillCenter": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0,
|
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"y": 0
|
||||
},
|
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"_fillStart": 0,
|
||||
"_fillRange": 0,
|
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"_isTrimmedMode": true,
|
||||
"_useGrayscale": false,
|
||||
"_atlas": null,
|
||||
"_id": "",
|
||||
"__prefab": {
|
||||
"__id__": 5
|
||||
}
|
||||
},
|
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{
|
||||
"__type__": "cc.CompPrefabInfo",
|
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"fileId": "e71ctEmpxFC4KlSYRZNz/a"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
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"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__id__": 0
|
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},
|
||||
"fileId": "aaJ6tvsWNHC4pk5TDYmpFa"
|
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}
|
||||
]
|
||||
Reference in New Issue
Block a user